audio-and-sound

Integrate Phaser game audio with WebAudio and HTML5 fallback.

Updated Feb 11, 2026
One-click install
npx skills add https://github.com/ArtRiv/game-topicos-especiais --skill audio-and-sound-artriv
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: audio-and-sound
Source: https://github.com/ArtRiv/game-topicos-especiais/tree/main/skills/audio-and-sound
Command: npx skills add https://github.com/ArtRiv/game-topicos-especiais --skill audio-and-sound-artriv

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill solves the problem of integrating high-quality audio playback into a Phaser-based game without fighting browser autoplay rules or backend differences between Web Audio and HTML5 audio.

Core Features & Use Cases

  • Unified Phaser sound workflow: Load audio assets, play sounds immediately, or create persistent sound instances for full runtime control.
  • Backend-aware audio features: Supports WebAudio for spatial audio (listener/source positioning), while gracefully falling back to HTML5 audio when WebAudio is unavailable or disabled.
  • Full playback control: Configure volume, mute, rate, detune, looping, seeking, and stereo panning, plus manage markers and audio sprites for complex SFX.

Quick Start

Ask this Skill to show how to preload audio files, play a short SFX on demand, and start looped background music with volume control in a Phaser scene.

Frequently Asked Questions about audio-and-sound

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I add background music and sound effects to a Phaser game?

Add background music and SFX to a Phaser game by using the SoundManager to preload audio assets, trigger short sound effects on demand, and play looped music with runtime volume and mute controls.

Why does my Phaser audio not play until the user clicks the screen?

Phaser audio often stays silent until user interaction due to browser autoplay policies. The SoundManager handles autoplay-policy unlocking automatically by relying on Phaser's built-in unlocked flow upon first input.

How do I control audio playback volume and looping in Phaser?

Control Phaser audio playback by creating persistent sound instances from the SoundManager, allowing you to adjust volume, mute, rate, detune, looping, seeking, and stereo panning during runtime.

Can I use audio sprites and markers for complex sound effects in Phaser?

You can use audio sprites and markers in Phaser to manage complex sound effects. The SoundManager supports configuring markers within audio assets to trigger specific segments for precise SFX playback.

Does Phaser sound work with HTML5 audio fallback when WebAudio is disabled?

Phaser sound supports HTML5 audio fallback when WebAudio is disabled. The backend-aware SoundManager detects availability and switches gracefully, ensuring playback continues without WebAudio features like spatial positioning.